Author Topic: Help polygon and vertex reduce  (Read 5164 times)

Offline Nx-809

  • Posts: 159
  • Cookies: 25
Help polygon and vertex reduce
« on: May 20, 2008, 04:50:58 PM »
Hi! I have a constitution refit class model in .max format. It is in high detail and I wanted to convert it but it has too many vertex and polygon! How I can reduce for being able to be converted in .nif ???

Offline blaXXer

  • Your Leader
  • Posts: 479
  • Cookies: 96
  • The proud result of slave labor
    • blaXXer.design
Re: Help polygon and vertex reduce
« Reply #1 on: May 20, 2008, 04:54:02 PM »
rebuilt. there's no simpler way.

YOU suck, get a life, moran.

COME TO MY PLACE clicketh me!

Offline Starforce2

  • Master Hardpointer
  • Retired Staff
  • Posts: 1483
  • Cookies: 882
  • Skype: LizardWranger
    • Facebook
Re: Help polygon and vertex reduce
« Reply #2 on: May 20, 2008, 06:18:14 PM »
how many polygon is it? If it's CGI level don't bother.
I just realised something. I've released over 300 fully modded ships for bridge commander. Bow to your master :D
Read my mod blog!
http://bcs-tng.com/forums/index.php?action=viewblog;u=1129

Offline Villain

  • Posts: 1480
  • Cookies: 71
  • The artist formerly known as Prime
Re: Help polygon and vertex reduce
« Reply #3 on: May 21, 2008, 02:38:44 AM »
While I completely agree with blaXXer & Starforce (Who are far more experienced than myself, of course), if it's CGI level, just remake it. If it's just a high poly model, I have spotted some reducepoly and reducepoint utilities in LW7, which usually shears off a fair amount of useless crap. Doesn't max have something like this?

...Of course, it's not always very accurate, and has (at times) torn the front hull from some prototype designs I've made... Thank god they don't compress the interior until the entire frame is done.  :lol:


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline blaXXer

  • Your Leader
  • Posts: 479
  • Cookies: 96
  • The proud result of slave labor
    • blaXXer.design
Re: Help polygon and vertex reduce
« Reply #4 on: May 21, 2008, 03:36:45 AM »
IMO, learn your way up and don't bother yourself with highpoly models until you can build convincing low- to med-poly ships yourself.

as for automatic reduction tools: those tools are clearly intended for advanced users, that you, judging from your question, are not.
furthermore, high poly ships mostly do not use textures. do you know how to texture, or unwrap?

YOU suck, get a life, moran.

COME TO MY PLACE clicketh me!

Offline Phoenix Bondi

  • REMEMBER YOUR ORIGIN
  • Posts: 1294
  • Cookies: 575
  • Never Forget Your Origins
    • CHRIS JONES GAMING
Re: Help polygon and vertex reduce
« Reply #5 on: May 21, 2008, 11:21:55 AM »
Oh oh oh, i do....lol

na seriously blaxxer is right, im in the middle of learning right now and it's better than jumping the deep end and making some really really bad mistakes

Offline blaXXer

  • Your Leader
  • Posts: 479
  • Cookies: 96
  • The proud result of slave labor
    • blaXXer.design
Re: Help polygon and vertex reduce
« Reply #6 on: May 21, 2008, 12:00:09 PM »
See?

YOU suck, get a life, moran.

COME TO MY PLACE clicketh me!

Offline MarkyD

  • Posts: 1150
  • Cookies: 627
  • "A mesh comes together!"
Re: Help polygon and vertex reduce
« Reply #7 on: May 29, 2008, 03:02:06 AM »
Taken straight from the horses mouth..

Select an object. > Modify panel > Modifiers List > Object?Space Modifiers > MultiRes

Make a selection. > Modifiers menu > Mesh Editing > MultiRes


The MultiRes modifier reduces the memory overhead needed to render models by decreasing the number of vertices and polygons. This is useful not only within 3ds Max but for content creators who export models for use outside of the program, such as in Web-based 3D applications. MultiRes offers several advantages over the Optimize modifier, including faster operation and the ability to specify reduction as an exact percentage or vertex count.

or....

Select an object. > Modify panel > Modifier List > Optimize

Select an object. > Modifiers menu > Mesh Editing > Optimize


The Optimize modifier lets you reduce the number of faces and vertices in an object. This simplifies the geometry and speeds up rendering while maintaining an acceptable image. A Before/After readout gives you exact feedback on the reduction as you make each change.


BUT. I agree with what has already been said, it is better to re-build, as the results of either the multires or optimize or often KRAP, especially if you dont know what your doing with it, but you asked so theres ALL your options lol..   

Good luck.


Offline Aeries

  • Posts: 1446
  • Cookies: 226
Re: Help polygon and vertex reduce
« Reply #8 on: May 29, 2008, 03:39:08 AM »
Select an object. > Modifiers menu > Mesh Editing > Optimize

The Optimize modifier lets you reduce the number of faces and vertices in an object. This simplifies the geometry and speeds up rendering while maintaining an acceptable image. A Before/After readout gives you exact feedback on the reduction as you make each change.

It's also quite sloppy, and often makes a little bit of a mess of the mesh.

Offline DJ Curtis

  • Ship Builder
  • Posts: 1967
  • Cookies: 1412
  • I make ships.
Re: Help polygon and vertex reduce
« Reply #9 on: May 29, 2008, 06:27:18 PM »
could do it by hand.  1. move vert to nearby vert.  2. weld.  3. repeat.

Offline blaXXer

  • Your Leader
  • Posts: 479
  • Cookies: 96
  • The proud result of slave labor
    • blaXXer.design
Re: Help polygon and vertex reduce
« Reply #10 on: June 02, 2008, 06:18:02 AM »
Well, then he could aswell re-model it from scratch :P

YOU suck, get a life, moran.

COME TO MY PLACE clicketh me!

Offline Aeries

  • Posts: 1446
  • Cookies: 226
Re: Help polygon and vertex reduce
« Reply #11 on: June 02, 2008, 01:01:39 PM »
Rebuilding tends to produce a far superior product anyways. I'd say that's the best rout. Gets ya experience, too.